1v1 Singles
DQ Time: 2 Days
1 Rest/Recover + 2 chills
No Items
All Abilities
Arena: Underwater
The entire field is submerged with water, about a 30 x 30 x 30 foot cube of water. Only water pokemon can be in this battle (you need to breathe underwater), so don't accept this battle if you don't have a water pokemon.
Kaxtar has chosen to lead with this:
Plicowatt [Magic Shrimp] (M)
Nature: Modest (+1 to Special Attack, -1 to Attack)
Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats
HP: 80
Atk: * (-1)
Def: *
SpA: *** (+1)
SpD: *
Spe: 95
(+1 to Special Attack, -1 to Attack)
EC: 5/6
MC: 1
DC: 1/5
Abilities
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Attacks
Bubble *
Charge *
Tackle *
Detect *
ThunderShock *
Signal Beam *
Whirlpool *
Shock Wave *
Thunderbolt *
Ice Beam *
Boiling Water *
Since items are turned off and all abilities are allowed, all that's left is for ILL to send out a Pokemon and issue actions. Actions will happen as follows.
1) ILL sends out a Pokemon and declares actions.
2) Kaxtar responds with actions
3) I ref
4) Kaxtar gives actions
5) ILL gives actions
6) I ref
Let the games begin!
DQ Time: 2 Days
1 Rest/Recover + 2 chills
No Items
All Abilities
Arena: Underwater
The entire field is submerged with water, about a 30 x 30 x 30 foot cube of water. Only water pokemon can be in this battle (you need to breathe underwater), so don't accept this battle if you don't have a water pokemon.
Kaxtar has chosen to lead with this:

Nature: Modest (+1 to Special Attack, -1 to Attack)
Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats
HP: 80
Atk: * (-1)
Def: *
SpA: *** (+1)
SpD: *
Spe: 95
(+1 to Special Attack, -1 to Attack)
EC: 5/6
MC: 1
DC: 1/5
Abilities
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Attacks
Bubble *
Charge *
Tackle *
Detect *
ThunderShock *
Signal Beam *
Whirlpool *
Shock Wave *
Thunderbolt *
Ice Beam *
Boiling Water *
1) ILL sends out a Pokemon and declares actions.
2) Kaxtar responds with actions
3) I ref
4) Kaxtar gives actions
5) ILL gives actions
6) I ref
Let the games begin!